If this is your first visit, be sure to
check out the FAQ by clicking the
link above. You may have to register
before you can post: click the register link above to proceed. To start viewing messages,
select the forum that you want to visit from the selection below.

Yeah, perma-death works best in games with procedurally generated levels, like FTL and Binding of Isaac. It'd be terrible in Amnesia, but Routine apparently won't be as linear as that. Maybe if the locations of mission objectives are randomized every new session, and the game is no longer than 3-4 hours it might work.

Unless the game is only about 2 hours long then permadeath is just a horrible horrible idea. Permadeath only works in short games and randomly generated ones because in short games, you don't mind dying and in randomly generated ones the fun of the game is in playing the new levels it creates. If you had to play the same 2 hours over and over again in a 4 hour game just because at that point someone always killed you, exploring the first 2 hours of the game is going to be dull.

Also it looks a lot more like Doom 3 than an Amnesia in space, particularly the panels, how you interact with them and the fact you've a weapon. I'll keep an eye on it though, it does look kinda cool and I'm one of those people who kinda liked Doom 3.

"Halo is designed to make the player think "I look like that, I am macho sitting in my undies with my xbox""

I can't really see how permadeath could work in an exploration-based game. Imagine you had to start Amnesia from the begging very time you died. It'd be awful. Repetition is the death of horror.

Sure, but procedural generation well made can mean you can't relax, Oh you expected to be okay with just 2 oxygen tanks? The bridge you were on just collapsed so now you have a limp and scarcely enough time. Death to linear scripts.

Goddamn. I was already pretty interested in the game just from various previews I'd read, but that trailer completely sells me on it. I loved the sound design, and how astonishingly loud the gunfire was after the relative silence of the base. Also, the end of the trailer was perfect.

I can't really see how permadeath could work in an exploration-based game. Imagine you had to start Amnesia from the begging very time you died. It'd be awful. Repetition is the death of horror.

Agreed. No one would play dead space if every time you died you started from the beginning. Similarly no one would play Dark souls if you ended back at the asylum every time you copped it either. People might well buy this game (because ooh hardcore), but how many will actually finish it is an entirely different matter.

No save by the sound of it, but you can go anywhere. So die on the bridge? Next time go the other way. Else go back and try again. By the sounds of it, it won't be 2 hours to get to [point a, b or c] but a central hub. So deaths reset your progress... but not your experience?